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Memory leak #56
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How are you updating the geometry passed to setGeometry? Can i see the relevant piece of code? |
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It's a part of function "draw" which called using 'requestAnimationFrame'. |
scene.remove basically removes a child from its parent, but doesn't dispose of it. THREE.MeshLine keeps its own internal THREE.BufferGeometry and resizes it accordingly. I think in your case you're not disposing of the original THREE.Geometry. Try calling .dispose() on circlesGeometry after .setGeometry and see if it helps with the leak. |
I have the same problem |
I'm seeing a memory leak too. I'm spawning around 10 animated lines per second, and removing the lines when no longer required. The memory heap keeps growing and eventually crashes the app. |
You need to do all three |
It helped to me using "mesh.material.dispose()" and "mesh.geometry.dispose()" in all places where i remove objects from scene. Now I haven't any memory leaks in my project. Thanks! |
It happens when I use function setGeometry in a real time (inside a redrawing function of my project). Can you fix it or explain other ways to update geometry of lines?
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